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524 Uppsatser om Non-player characters - Sida 3 av 35

Vägen till den grönare sidan leder över forsen : En tematisk analys av destruktivitet och strävan efter konstnärskap i August Strindbergs Röda rummet

The aim of the essay is to analyze destructivity and the aspiration of artistry in August Strindberg´s debut novel Röda rummet. By the method of close reading the thematic analysis is performed. The method is also based on an hermeneutic way of looking at literature.A historical context is adapted and the characters are compared to historical descriptions of artists such as bohemians, decadents and dandys. The artists of the novel prove to be, like the bohemians of the 19th century, standing outside and against society, although the presence of relations and cultural exchange seem to be just as important. There is also an ambivalence to be found in their relationship with the city and it´s lifestyle.The question at issue is how the development of the characters´ artistry come about, and in what ways the characters are influenced.

En deg : -under jäsning

By conducting a text analysis this study analyzes possible similarities in the portrayal of story characters between historical Norse myths and contemporary film productions. The chosen historical texts are two stories from Norse mythology which render a myth about Thor and a giant named Hrunge as well as the myth Trymskvädet. The selected movies are two of the comic company Marvel?s productions about super heroes ? Thor and The Avengers. Different categories that this study compares are how the characters are defined by their possessions or artefacts, the actions and the choices which the characters make, and also how their relations, roles and origins are being portrayed.

Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft

We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore been difficult to find a way to satisfy and make those who have answered on our survey to feel that the game-component they enjoy most has been a part of our questions.To solve this problem we did a survey that included 200 persons and two interviews. When both the survey and the interviews had been completed, the result was being compared against each other and together to see if there was any difference between them or if they had any similarity to the attraction and motivation.

En SWOT-analys av teknikerna HTML5 och Flash

Numera är multimedia på webbsidor mycket vanligt. Användare kan tillexempel se på filmer på sinadagstidningars webbsidor. Webbsidor har också blivit mer interaktiva. Detta beror dels på de högahastigheterna användare har på sina internetuppkopplingar, som tillåter tyngre multimedia påwebbsidorna, så som video. Teknikerna bakom de här multimedia webbsidorna heter HTML 5 ochFlash Player.

Snabbare, högre ...och det Tredje Könet : Om könsgränserna inom idrotten och överträdandet av dessa

This thesis examines the gender boundaries in sports. I do this by exploring three cases in which these boundaries, at least on the surface, have been questioned: the transsexual tennis player Renée Richards, the east European runners Marita Koch and Jarmila Kratochvilova and the Swedish golf player Annika Sörenstam. The results point out different mechanisms that contain the"danger"and restore"security". But they also point out a criticism against the struggle for equality in sports, which is based on the preserving of differences and therefore cannot challenge the ideological assumptions about gender in sports..

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Analys av NFL drafting och faktorers inverkan

American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.

Barnbokens karaktärer ur ett genusperspektiv : normativt eller normutmanande

The aim of this paper is to examine how gender roles are described in two children's books and compare the results against the curriculum Lgr11 's values. The compared books have different aims though one of the analyzed books claimed to go against the gender roles and the other one isn?t. The method of analysis is discourse analysis and deconstruction of the text by using Nikolajeva´s (2004) pattern for stereotype gender descriptions and Kåreland´s (2005) analysis of story actions based on gender representations in children's literature. The analysis of the texts shows that there are differences between how the two books characters are described depending on gender. What emerges is that in one of the books femininity is valued high but instead it lacks equality between the sexes, while in the second book the main characters are described as equal even though the other characters are described in a stereotypical way.

"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Känner jag igen mig? : Etnisk identifikation i barnböcker sett ur ett retoriskt perspektiv

The purpose of this essay is to examine at how to portray characters in the stories and narratives which depicts one of these children's books and if they really have something to ethnicity and its identification to be done.The Research questions is: What are the different identification markers given, to the reading child in the books, which might indicate that the story depicts people of different ethnicities? How are the characters portrayed in the story and which role is assigned to the main character? What story is portrayed and is it relevant to an identifier can occur?The conclusions of the five children's books shows that it is important with identifications markers, to show that there are different ethnicities. For example the analysis revealed the specific features of the illustrations and how the books portrayes someone with a different ethnicity and cultural background as something exotic.In the texts, the analysis showed how it occurred ethnic differences, by explicitly demonstrating differences between the characters. It was found that the characters were produced mostly as good, happy, curious, suspicious and unsympathetic. Common to all the main characters was that they had been placed, in one for them unusual context and that they were trying to assimilate to the new situations.Depictions consisted of realism and fiction.

Oförglömliga karaktärer : En analys av karaktärsskildringar i fornnordiska myter och filmer om superhjältar

By conducting a text analysis this study analyzes possible similarities in the portrayal of story characters between historical Norse myths and contemporary film productions. The chosen historical texts are two stories from Norse mythology which render a myth about Thor and a giant named Hrunge as well as the myth Trymskvädet. The selected movies are two of the comic company Marvel?s productions about super heroes ? Thor and The Avengers. Different categories that this study compares are how the characters are defined by their possessions or artefacts, the actions and the choices which the characters make, and also how their relations, roles and origins are being portrayed.

Småprat i spel : Relationen mellan spelare och NPC

Relationen mellan spelare och system-styrda spelkaraktärer är viktig för spelupplevelsen (Freeman, 2004), men ignoreras alltför ofta. Detta examensarbete undersöker om denna relation kan stärkas med hjälp av småprat och ?conversational storytelling?. För att komma fram till ett svar definieras begrepp som dialog, småprat och relationer i bakgrunden. Vad som definierar en djup karaktär tas också upp, eftersom djupa karaktärer krävs för att väcka emotionell respons hos spelare (Adams & Rollings, 2007).

Mångfald i bilderboken ur ett litteratursociologiskt perspektiv.

The purpose of this Master?s thesis is to investigate how diversity takes shape in children?s picture books published in Sweden. Twelve picture books, which touch the aspect of diversity in the categories of gender, ages, culture, nation, ethnicities, language, class, sexuality and functional disorder, were chosen from the Swedish National Council for Cultural Affairs catalogue for youth and children?s books 2006. They have been analysed with the conception of ikonotext and with the theory of Pierre Macherey?s image in the mirror, of how literature reflects the reality of society.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

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